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Posted: Fri Apr 23, 2010 2:39 am
Ah crap.
I have to prepare a Dark Heresy campaign for this weekend in a relative pinch of time.
Balls.
Anyway...Number of players: 4+. A few are working up characters of their own, and I need to prep a bunch of alternate characters if folks feel like dropping in on teh game (due to the weekend rules at the store for their 24 Hours of Gaming event).
Rough idea...Illumination campaign, followed by them being sent off to start infiltrating a cult for their Inquisitor. This will involve first getting in with a gang that acts as protection and muscle for the cult. To get in with the gang, they will have to run some errands, triggering a police ambush. Another idea I had was that they would be investigating a drug production ring owned by the gang to set them up for being arrested without being caught.
I'm gonna be winging this primarily. Wish me luck.
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Posted: Mon Apr 26, 2010 1:29 pm
Oh dear, it's a bit too late for good luck now! sweatdrop
However the Illumination campaign is an excellent starting point.
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Posted: Mon Apr 26, 2010 2:53 pm
Lady Blodwynn Oh dear, it's a bit too late for good luck now! sweatdrop However the Illumination campaign is an excellent starting point. It was. We got through the fight against the Hexalid and decided to call it enough for a session.
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Posted: Tue May 04, 2010 2:01 pm
Had a short introduction game of Rogue Trader with my brother and his friend yesterday. Oy Vey. I suck as a GM. Though I wasn't given any time to prepare anything. Still, what was supposed to be a simple boardroom negotiation scenario with a little combat on the side turned into something not much unlike Blood On The Carpet, with the assigned Arch-Militant and Seneschal failing to intimidate and find useful info that would help my ersatz Rogue Trader win the guilders over. Instead they got nervous, found out the Seneschal tried to hack their systems and panicked, which resulted in the Arch-Militant blasting apart the boardroom servitor with a bolter named "Betsy", the Seneschal setting aflame the guildmaster with her hellpistol and my character killing the attending scribe. We decided to hoof it while the Arch-Militant covered us, which resulted in a rather funny moment where two technicians opened the door, only for one to have his face sliced off with "Montgomery" the Chainsword. The scenario ended with us escaping, somehow, before the two combat servitors could arrive. At least we got combat down and despite the ill-fated scenario both gents enjoyed it, especially the freedoms they get and the ever-so amusing results of the Critical Hits charts. Oh yeah, we used minis to make things easier to keep track of.
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Posted: Wed May 05, 2010 1:12 pm
All first sessions leave a lot to desire and involve a lot of pitfalls. I could put you in contact with our GM, I'm sure he can help you with the basics.
But at least you had fun and got a taste of the game, which is always good! wink
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Posted: Thu May 06, 2010 4:53 am
Last night we had a second session, which somewhat annoyed me as I was just home from work and already bothered and buggered into doing another unprepared session.
I've decided to avoid combat this time round, instead going for an investigation and barter scenario that took place on one of the many decks of Port Wander, just outside the Veil. The general plan was that while the "Pride of Scarus", the PC vessel, was under light repairs, refuelling and provisions, the PC's were allowed to have a looksee around, with no real objectives in mind. They turned it into a quest to find a quest. So after some of the usual "You're looking for work? Frag off pal!" stuff I decided to present them with a drunken captain who had struck it big with the sale of some information and a shady but totally honest (he swears so on his kids and bearded lady) merchant who has a heavily encrypted dataslate for sale with coordinates to a veritable treasure trove of unknown contents. Both PC's took a lot of encouraging and prodding to properly roleplay their characters and do things right, so no points for that performance.
I did decide to give them a little fight in form of a knife-wielding assassin who wanted to kill the Seneschal who carried the slate at that time. One dodge, a missed bolter burst and a few point-blank laser shots later the assassin was dropped, leaving the PC's with an encrypted slate that might lead them to a new adventure.
Thankfully we won't be having any games any time soon, giving me ample time to prepare and work on something better. Which might entail anything. On my mind right now I've got a deserted excavation site in the desert, a ruined city which grants access to a long forgotten data vault or a ship graveyard with a choice hulk that might contain something of use.
Choices, choices, choices..
Anyway, thoughts and ideas are welcome.
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Posted: Sun May 09, 2010 6:57 am
Just go the Star Wars route: visit a lot of different worlds to show off just how diverse the Imperium really is.
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Posted: Wed May 12, 2010 1:04 am
Quote: “The stars call out to us, like the Siren’s songs of yore; they lure us to fortune...or calamity.” –Captain Zacharias du Kane, Rogue TraderMany a foolhardy Rogue Trader has passed through the Maw, never to be seen again. Avoid their fate! Equip yourselves with the tools and abilities any worthy Rogue Trader needs to survive. Fantasy Flight Games is pleased to announce the upcoming release of Into the Storm, a supplement for Rogue Trader! You and your fellow Explorers have mustered the courage to claim the vast riches of the galaxy, but as the obstacles before you grow more formidable and your enemies more cunning, you’ll need a powerful arsenal to defend what’s yours. Arm yourself with the knowledge, equipment, and firepower to rise to dominance! Arriving this summer, Into the Storm offers a host of new character options, allowing for increased personalization with the new expanded Origin Path and Alternate Career Ranks. Plus, play as a character from beyond the Imperium with two all-new xenos Careers. Keep watching, and over the coming weeks we'll reveal details of these exciting new options. Vehicle rules add a new dimension to gameplay and expand possibilities for adventure. Explore uncharted worlds in a Rhino APC or dominate your foes from the cockpit of a Fury starfighter. You can even gain access to an extensive new armoury of weapons, armour, and gear wrested from alien races or rediscovered from humanity’s dark past, or augment yourself with new psychic powers for Astropaths and Navigators. Into the Storm contains everything needed to build and equip a Rogue Trader like no other... and the crew to match. This summer, it will take more than ambition to defend your claim. Rogue Trader is a roleplaying game set in dark gothic far future of Games Workshop's Warhammer 40,000 universe. Players take on the roles of explorers aboard a Rogue Trader's ship, searching for profit and adventure while discovering new alien cultures and threats in the uncharted regions of space.
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Posted: Wed May 12, 2010 3:05 am
Like I said at other places, frag yes. I'm glad I kept hold of those plastic scout bikes. Even better is that I'm already expanding the flotilla motorpool with some surplus vehicles, such as a Rhino, Centaur and Valkyrie.
As for the two alien careers, chances are one will be Kroot and the other Eldar.
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Posted: Tue Jul 06, 2010 2:39 pm
RT after-action report:
What they thought they'd be doing: Meet up with local contacts, establish an agreement on what could be dealt in, investigate several potential resource sites and keep an eye out for anything else out of the ordinary.
Instead..
The shuttle was shot out of the sky by automated defences, forcing them down into a disaster struck suburb of an unknown city.
Oh yeah, I used the biggest cliché in the books: zombies as opponents. redface
Off the bat: my players (well two out of three) were idiots. Most of the good and sound thinking came from the "silent and brooding" Arch-Militant, who was in previous sessions a blood thirsty socio-path lunatic, but has grown some common sense. Instead, the new player, whom I don't like one bit rolled up an Explorator who seems to be more violent than he ought to be. Not to mention he kept bitching and bitching about wanting to use his "Sprint" ability all the while, instead of using his other skills (first and foremost: TECH) to check devices, data looms and whatnot. As for the last player, my brother, a p***k as always. He really put my BS skills to the test as he questioned every single thing I throughout the scenario.
Anyway, I left it to them as to how to escape. They could try their emergency beacon, find any other survivors and get info out of them, or whatever. Surprisingly, they clung to their original mission like drowning men. They had just been shot down, bruised and battered, in hostile territory and all they could think about was the faux briefing I gave them to lull them into a false sense of security.
They kept fudging their ordinary tech tests for the beacon, so it was jammed, giving them a valid reason to explore and be dicks as always. They found two survivors standing on top of a large shipping container surrounded by zombies, which sparked a long debate as to whether or not they should be rescued. Thankfully they did, meaning they could ask the survivors about what happened, supplies, escape plans and whatever. They decided to tackle everything at once: finding fuel for a truck, finding a way to take out the AA batteries, send out a distress signal, finding a good place to bunker down and searching for supplies at the same time. Thankfully they split up, with the Explorator going for the guns, the Arch-Militant protecting the survivors and the Seneschal finding a working vox array.
After doing suitable searching and disabling of items I decided to flood the streets with zombie mobs, which proved hard to take down due to their Unnatural Toughness (x3), which resulted in las weapons being useless and the mobs being extra lethal. The Explorator almost got mauled to death when he ignored warnings from the others not to charge large groups, but he somehow managed to survive and bring his power axe down on them. The Arch-Militant did things best, gunning them down while actually keeping an eye on his ammo expenditure. They tried lugging fuel along but it proved too bothersome, so they decided for a last stand at the Skyshield until a bird could arrive. Bird swooped in, they escaped.
Session lasted more than six hours, most of it was taken up by pointless debates of my brother or them discussing tactics, which I denied them after they had a ten minute off-topic chat for the ninth time. They also didn't get any extra XP for proper roleplaying, which they didn't even attempt. This was something I called them out on, hoping that they would improve on this for the next session.
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Posted: Tue Jul 06, 2010 3:05 pm
Going to be running the first Non-Illumination session for my DH group this Sunday. Party will be a Tech-Priest, Scum, Gunslinger Scum, Psyker and Assassin. Should be interesting to see how they go about things, and they'll be getting to a storyline branch of if they want to work with the Imperial forces or Ganger forces to take down the gang they are after.
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Posted: Wed Jul 07, 2010 10:59 am
Please do share how it goes, I could go for some feel good experiences from other GM's.
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Posted: Wed Jul 07, 2010 11:32 am
Will do. I love my group to death. I've been playing games with them since last November/December when I joined them for D&D, and for the most part, our gaming rotation is primarily D&D/Deadlands, because Chris is a phenomenal GM. When there is a weekend where nothing else can happen, Ruben or I will run Star Wars d20 or Dark Heresy, respectively.
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Posted: Wed Jul 07, 2010 12:19 pm
I've got to find me a better group to roll with. crying
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Posted: Thu Jul 08, 2010 5:03 am
Worked on two scenarios yesterday and today: one involving a mutiny amongst the press-ganged crew of the plasma vents whom have taken a senior tech-adept hostage, the other a horror scenario where something is killing the maintenance and security crews in cargo bay seven.
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